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			126 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
	
		
			3.8 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
Shaders Settings
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################
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force shaders
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-------------
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:Type:		boolean
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:Range:		True/False
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:Default:	False
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Force rendering with shaders. By default, only bump-mapped objects will use shaders.
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Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
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Otherwise, there should not be a visual difference.
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Please note enabling shaders has a significant performance impact on most systems.
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force per pixel lighting
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------------------------
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:Type:		boolean
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:Range:		True/False
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:Default:	False
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Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
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Has no effect if the 'force shaders' option is false.
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Enabling per-pixel lighting results in visual differences to the original MW engine.
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It is not recommended to enable this option when using vanilla Morrowind files,
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because certain lights in Morrowind rely on vertex lighting to look as intended.
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clamp lighting
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--------------
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:Type:		boolean
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:Range:		True/False
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:Default:	True
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Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
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Only affects objects that render with shaders (see 'force shaders' option).
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Always affects terrain.
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Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
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but the lighting may appear dull and there might be colour shifts. 
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Setting this option to 'false' results in more dynamic lighting.
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auto use object normal maps
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---------------------------
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:Type:		boolean
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:Range:		True/False
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:Default:	False
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If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
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(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
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If this option is disabled,
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normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
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auto use object specular maps
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-----------------------------
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:Type:		boolean
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:Range:		True/False
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:Default:	False
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If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
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(see 'specular map pattern', e.g. for a base texture foo.dds,
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the specular map texture would have to be named foo_spec.dds).
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If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
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(.osg file, not supported in .nif files). Affects objects.
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auto use terrain normal maps
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----------------------------
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:Type:		boolean
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:Range:		True/False
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:Default:	False
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See 'auto use object normal maps'. Affects terrain.
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auto use terrain specular maps
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------------------------------
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:Type:		boolean
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:Range:		True/False
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:Default:	False
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If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
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The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
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normal map pattern
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------------------
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:Type:		string
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:Range:
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:Default:	_n
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The filename pattern to probe for when detecting normal maps
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(see 'auto use object normal maps', 'auto use terrain normal maps')
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normal height map pattern
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-------------------------
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:Type:		string
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:Range:
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:Default:	_nh
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Alternative filename pattern to probe for when detecting normal maps.
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Files with this pattern are expected to include 'height' in the alpha channel.
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This height is used for parallax effects. Works for both terrain and objects.
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specular map pattern
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--------------------
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:Type:		string
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:Range:
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:Default:	_spec
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The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
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terrain specular map pattern
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----------------------------
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:Type:		string
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:Range:
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:Default:	_diffusespec
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The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
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